So you downloaded the Conversion Pack, and you like the KotOR era. "But it's only on the Conversion Pack maps," you say "what if I want it on mine?"

Here's how.

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There are a few steps:1) Create your .lua2) Add in the units you want3) Set up the addme.lua and misson.req (IMPORTANT)

Step 1: Creating a KotOR .luaI designed this part to be really easy. All you should need to do to create a KotOR-era .lua is copy a GCW-era .lua and make a few changes.

In this example, we'll say you want to make a conquest .lua.

-You just munged your map (ABC) for the first time. You have in your common\scripts\ABC folder an ABCg_con.lua file.-Copy ABCg_con.lua and rename it to "ABCk_con.lua"-Open it up, and find this section:

SetMemoryPoolSize ("ClothData",20) SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

That will set you up with the default sides and heroes for the KotOR era.

Another thing to make sure that is correct is sounds - the KotOR era uses GCW-only sounds, which means that you'll be fine with any GCW world sounds - if that world has lightsaber sounds. Not all of them do. By default, a newly munged map will set you up with Tatooine sounds, which is just fine for KotOR. So are any of the following: Coruscant, Dagobah, Death Star, Hoth, Mustafar, Mygeeto, Naboo, Polis Massa, Tantive IV and Tatooine (again).

Both of the above must be done in the addme, so doublecheck to make sure you did it right.

Now, we'll move on to setting up the mission.req.

First, browse to data_ABC\common\mission. There are a lot of .req files in here, but there should be one called ABCg_con.req in there somewhere. Copy it and rename it to "ABCk_con.req" and then open it up. It'll say "ABCg_con" under "script" - so change that to "ABCk_con".

Save that, then go back to data_ABC\common. Open up the file called "mission.req". There will be a section that lists all your modes which will look something like this:

Alright! As long as you did everything correctly, and as long as you have the Conversion Pack installed, the next time you munge your map you'll have access to the brand new KotOR era - in your own brand new map!

Didn't know where else to post this Q, so I guess it goes here. What lvl file are the RCs and extra cis units are under, and what do I put in my lua? Also, What sound file are the RCs weapons fire sound are in and how do I get them in my map? Oh, and also tell me what the extra rebel and imp units are called too.

The principles behind adding a new era are the same for any era, yes. The only reason I have the downloadable core.lvl is because all ~60 unit/vehicle localizations plus the innumerable weapon localizations are already munged into that. It's just a convenience thing.

Well, I got KotOR to work, but then when I changed ABCk_con to ABCo_con in the lua, addme and mission.req the game got a fatal error. Any ideas what I did wrong. Also let me know if this should be moved to modding instead.